Create pixel art for a top-down 4-direction character sprite sheet (N, E, S, W) for a desert sci-fi game. Style: 16-bit era pixel art, simple readable silhouette, limited detail. Character: hooded/cloaked figure, face completely shadowed, only two glowing eyes visible. No arms (weapons/hands are separate sprites). Outfit should feel desert sci-fi: scarf/cowl, light armor plates, straps/pouches, optional small backpack.
Palette constraints: use a small, palette-swap friendly palette (max 12–16 colors total). Keep shading neutral (no colored lighting). Eyes are the only emissive element (1–2 bright colors).
Animations required:

Idle: 2 frames (subtle cloak sway)

Run: 6 frames (clear step cycle, cloak bounce)

Hurt: 1–2 frames (recoil + brief squash)

Death: 6 frames (collapse + settle, no gore)
Output: one sprite sheet on transparent background, consistent scale and alignment/pivot across all frames and directions, clean grid with even spacing., in Pixel Art style

Generated Sprite Artwork

"Create pixel art for a top-down 4-direction character sprite sheet (N, E, S, W) for a desert sci-fi game. Style: 16-bit era pixel art, simple readable silhouette, limited detail. Character: hooded/cloaked figure, face completely shadowed, only two glowing eyes visible. No arms (weapons/hands are separate sprites). Outfit should feel desert sci-fi: scarf/cowl, light armor plates, straps/pouches, optional small backpack. Palette constraints: use a small, palette-swap friendly palette (max 12–16 colors total). Keep shading neutral (no colored lighting). Eyes are the only emissive element (1–2 bright colors). Animations required: Idle: 2 frames (subtle cloak sway) Run: 6 frames (clear step cycle, cloak bounce) Hurt: 1–2 frames (recoil + brief squash) Death: 6 frames (collapse + settle, no gore) Output: one sprite sheet on transparent background, consistent scale and alignment/pivot across all frames and directions, clean grid with even spacing., in Pixel Art style"

Sprite ArtAI GeneratedGame Asset